Phil Welsch

Hi! I'm a Programmer and Game Developer who's experience as a Generalist allows him to work quickly and effectively across all domains of engine and game code.

I currently work for Playground Games as a Systems Programmer.

This page will give you an overview of my experience and history as a developer. If you'd like to reach out to me, drop a line by email or message me on LinkedIn!

Find my CV here

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I currently work for Playground Games as a Systems Programmer. PG are responsible for the Forza Horizon series and have created some of the highest rated Xbox exclusives of this generation.

As Systems Programmer, I'm responsible for developing and maintaining features used and shared across our entire studio. This can range from creating tools that enable our artists and designers to building high-throughput, low-latency systems that drive our open world games.

I worked for d3t LTD as Junior Core Tech Programmer.

As Core Tech Programmer I built and maintained high-performance systems written in C++. I worked on multiple titles both on proprietary engines and UE4 on PS4, Xbox One, PC and Nintendo Switch.

Among others, I contributed to the development of Shenmue I&II HD.

I worked as Intern Games Programmer at Polycular in Salzburg, Austria.

At Polycular I worked on Alternate Reality and location-based experiences built with Unity3D for iOS, Android and Desktop. I helped develop core logic, built internal libraries and implemented user interfaces.

Major League Gladiators




Major League Gladiators is a 2-player co-op shooter in VR. Two players have to cooperate, using their unique weapons and abilities, to survive as long as possible against waves of enemies in an arena.

This is the final project of my team of five bachelor degree students of MultiMediaTechnology (MMT) at University of Applied Sciences Salzburg (FHS). We also cooperated with students from MultiMediaArt (MMA) for our asset creation. The project started in January 2017 and was completed in June 2017.

I took the role of lead developer on the project. My responsiblities include:

Major League Gladiators was built using Unreal Engine 4 (UE4) and supports the HTC Vive and Oculus Rift.

The game is available on Steam for free! Check out the presskit and the Steam page for more info.

FinalFrontier 2.0

FinalFrontier 2.0 was my GameDevelopment 2 project throughout my 4. bachelor semester. It features full serialiation of the game state to an xml-based text format, loading from file, full graphical editing of the game using an Editor written with QT 5.0 as well as new AI and Multiplayer features.

Helmet Squishers

Helmet Squisher is a 2D platform fighter for 2 players developed in 2 days for a Game Jam at the UAS Salzburg under the motto 'It's not a bug, it's a feature'. The goal of the game is to squish your enemy three times by jumping on their head.

Reality Ruckus

A 2D semi turn-based Roguelike developed in cooperation with 2 of my fellow students as part of our MMP2a (MultiMediaProject).

In Reality Ruckus, you are a hero who has been chosen to restore order to time and space following a catastrophic event which collapsed multiple realites into each other. Along the way you will meet fellow heroes who have been forced to leave their dimension.

You will have to explore randomly generated areas and face a multitude of foes in order to collect fragments of an artifact, which is the only hope to restore order back to space and time.

Upon finding all artifact fragments in an area, your hero will have to travel to the next dimension, where he will have to face new challenges.

Screenshots of Reality Ruckus.

Flight

Flight was the first full game I made I felt was worthy of putting it out. It was created for my second semester project. You race through a foggy forest, continously getting faster while dodging trees in your path and collecting pick-ups that double your score multiplier and slow or speed you up.

Gravity Ruckus

A four player, local multiplayer FPS where players can flip their gravity by 90° in any direction at any time. The game was built by two of my colleagues and me during our 4. bachelor semester using Unity. Sadly due to time constraints and the difficulties that the gravity system added to the game design, it wasn't fully realized. The full source can be found here.

Final Frontier

This game was developed as part of my game development 1 course, featuring an AI controlled second player and a light physics simulation.

One or two players take control of the ships, evading obstacles while also trying to find pickups to gain points.

A development screenshot of Final Frontier